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Gregorri Davion

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So I am wondering ( and hopefully some of you modders and or Devs can answer this...) if there is a way to add repair cost for armor, It does not have to be extravagant but maybe something like 2500 cbills at 25% or less, 5000 cbills at 50% or less and so on.

I think that would add a bit more difficulty without making it prohibitive.

Just a thought
 

Gregorri Davion

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Just to be clear to all those who dont want it "grindy" whatever [Mod edit: No swearing please] that means, I am not asking for them to add that, I just want to know if anyone has done it or if it is possible so I can mod it in for myself.

Thanks for the input though.
 
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Rustingbooger

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IMO, if you went that route, wouldn't it be better to cost per armor point? Dont think it would be too difficult to add in, but pretty certain that would become kinda tedious/pain in the butt to add this late in the process. Would be interesting though.
 

veevoir

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That wouldn't make it more difficult, just more grindy.

That may be a side effect. But the main reason for similar propositions - currently lighter mechs get penetrated quicker, leading to a situation in which very armored Heavies/assaults are actually cheaper to maintain (because structure repair is $$, but armor is free). Having some kind of cost to repairing armor would balance that a bit.
 

Kereminde

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That may be a side effect. But the main reason for similar propositions - currently lighter mechs get penetrated quicker, leading to a situation in which very armored Heavies/assaults are actually cheaper to maintain (because structure repair is $$, but armor is free). Having some kind of cost to repairing armor would balance that a bit.

I . . . don't think Heavy/Assault 'Mechs are cheaper in the long run, unless you're using them to stomp the same enemies you would in Light/Medium 'Mechs. Heavy 'Mehcs facing other Heavy 'Mechs are going to take a lot more punishment and lose more parts, which should also be factored in. These 'Mechs are more likely to probably have a penchant for having ammo bins explode, save for the ones who strip it out. Honestly, based on tabletop and other experiences? You'll only get off easy if you're going after low-difficulty missions before Heavy or Assault 'Mechs (and vehicles) start making regular appearances.

And even then, "easy" is only one round away from "what the hell, why is the Thunderbolt on the ground?" if things align exactly wrong.
 

anonynamja

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Just to be clear to all those who dont want it "grindy" whatever [Mod edit: No swearing please] that means, I am not asking for them to add that, I just want to know if anyone has done it or if it is possible so I can mod it in for myself.

Thanks for the input though.

no one has done it yet because the beta was skirmish only. whether it is possible to do so without nontrivial programming is unknown to the general public.
 

Kereminde

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I was hoping someone might add some adjustments to the cost of stuff during the campaign. This was one for sure. We'll see soon enough.

I do envision someone, or several someones, sitting down with this game once it's released and getting out the surgeon's tools. "All right." One of them will say. "Let's get to work." And two months later we get a "Brush War" mod which puts a lot of tweaks to the game into play to make it much more challenging.
 

Kereminde

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Do you anticipate being one of those someones?

Hell no. I don't work well in groups, and they know all they need to know without me being involved :)
 

Richthofen

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That may be a side effect. But the main reason for similar propositions - currently lighter mechs get penetrated quicker, leading to a situation in which very armored Heavies/assaults are actually cheaper to maintain (because structure repair is $$, but armor is free). Having some kind of cost to repairing armor would balance that a bit.

Yes, that exactly is the design decision. Heavier mechs are cheaper to maintain and thus better. If you make armor cost something you make mechs better that are able to avoid damage. I.e. 55t 5/8/5 mediums that have good firepower and can achieve 6 evasive chevrons.
 

CuCulainn

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I do envision someone, or several someones, sitting down with this game once it's released and getting out the surgeon's tools. "All right." One of them will say. "Let's get to work." And two months later we get a "Brush War" mod which puts a lot of tweaks to the game into play to make it much more challenging.

simplest thing to do would be to favour reputation in contract negotiations....but we've only seen the early game and rapairs (both mech and pilot) are nasty slow
 

Havamal

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I see. Normally I try to avoid writing checks on other people's accounts, but maybe that's just me!
I think we can safely "envision" many such things being attempted as a educated guess from experience with the beta. A legion of Beta modders popped up within 30 second of betas release. We know for a fact they are waiting to see the final code as they are still around on this community and analogous others.
 

Kereminde

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Yes, that exactly is the design decision. Heavier mechs are cheaper to maintain and thus better. If you make armor cost something you make mechs better that are able to avoid damage. I.e. 55t 5/8/5 mediums that have good firepower and can achieve 6 evasive chevrons.

A 5/8/5 won't get to 6, I don't think.
 

Kereminde

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I think we can safely "envision" many such things being attempted as a educated guess from experience with the beta. A legion of Beta modders popped up within 30 second of betas release. We know for a fact they are waiting to see the final code as they are still around on this community and analogous others.

He's not wrong here. Along the lead-up to the Backer Beta the developers were very open about how the game was being constructed, and thus people who were knowledgeable about what they were talking about were prepared with ideas. We had so many mods . . . so many, from "just turning on units which were turned off for the Beta selection" (Dragons, Warhammers, Thunderbolts, et cetera) to building the K2, to full on new variants of the Orion (seen [here] ) . . to "fixing the AI to be tougher".

Since I'm betting the game hasn't changed where it stores the data, but mostly has tweaked values, I expect a lot of those mods are going to be tweaked within a few days. By the end of the week, I think the AI mod will be live.

I have a high amount of faith the community of modders who are working on this game can - and will - have a pretty good grasp on converting this game as close to tabletop as they can get, and there'll be a mod package ready as soon as it's done and tested by those same modders. (Because I don't expect them to release it without trying it once or twice to nail down what they want.)

Since I'm not a coder, and many of the people who would be on that crew know more about *this* game and the tabletop than I do? Me being on the team wouldn't really be useful except to potentially add friction with one more person involved. :)
 

Havamal

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There were several people who were more interested in digging into the jsons for the first time than actually playing the beta game itself. It was fascinating .
 

Rustingbooger

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I have just enough knowledge on coding to really cause a headache, but if reading it, I can get the jest of what is going on (always typing in an extra character when not meaning too. lol). SO many kudo's to those who can do it and get it right the first time. it would take me a day or two just to get what one of them can get with in an hour. Cant wait to play the game, and then find the fun mods to add if they are released. Especially if it makes stuff like the cost of armor and other interesting things, ammo cost, come into play.
 

Pointyearedgit

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I’m sure it will be moddable or we can ask for it to be. I don’t see these guys holding out on us unless there is a technical or legal issue to resolve. I’ll be digging into the files after I complete my vanilla campaign.